DESCRIPTIONThis mod will highlight corpses, ash/goo piles, unassigned settlers and objects, broken or unpowered objects, friendlies when scoped, creatures sleeping or unconscious, containers, terminals, collectibles, keys, holos, books, plants, doors, weapons, ammo, caps, chems, legendary items.. and even synth infiltrators. This mod is highly configurable including settings for when and what to highlight, when to unhighlight, and the color of each highlight.

The mod activates once you take the Scrapper perk, or you manually start it via MCM or holotape.

SETTLEMENTS & OWNERSHIPThe mod detects when you are in a settlement or an interior location that you own and disables container and item highlights automatically. No reason to loot something that is already yours. Out in the world, common loose items will not highlight if taking them would be stealing, but containers will still highlight so that you can examine their contents.

COMPONENT TRACKINGIn the vanilla game Scrapper rank 2 highlights objects (like junk) that contain components you tag. You can tag components in the crafting interface and in the pipboy inventory. This mod provides an alternative to this feature, so you can customize how junk is highlighted. It also allows you to tag components from the MCM. If you are not using F4SE customization of this feature is limited.

This feature will highlight objects in the world containing the components you select, and will also include those objects in inventory searches (highlighting corpses and containers). The mod remembers encountered items and becomes more accurate and responsive over time.

SEMI-AUTOMATIC LOOTINGCommon sundries such as ammo, chems, caps, bobbypins, as well as tracked junk can be auto-looted. Junk will be sent to your last visited workshop, while ammo etc. is given to the player when the pipboy is opened. Non-legendary weapons can be auto-looted and converted immediately to caps. Quest items are not autolooted and this feature will not take an item if it would count as stealing. Also survival needs like meats and plants will not be autolooted.

Autolooting is only active while highlights are active.

Normally autoloot triggers on proximity. But if an exploded corpse is strewn across the battlefield and you can't find the "center" of it just pick up a chunk of that supermutant or whatever it used to be and autoloot will trigger.

DYNAMIC MOD WEAPON SUPPORTNew weapons and ammo added by mods can be highlighted and autolooted too. The first time you equip a new weapon from a mod Loot Detector will ask you to confirm adding it to the detection list. Default ammo for the weapon will automatically be discovered as well. To teach Loot Detector about special ammo, drop a single round on the ground and let it be highlighted.

SYNTH INFILTRATOR DETECTIONNormally when you aim at a friendly they will be highlighted in cyan, but if you have synth highlighting active (and the requisites) synth infiltrators will highlight in gray instead. When you detect a synth in your settlement, keep your gun trained on them and approach, they will panic and attack (or surrender). Thus they can be eliminated without turning your settlement against you.

MANUAL OVERRIDE HOTKEYYou can map a key via MCM or other means to toggle all active effects.Use this console command for manual mapping:cqf xatmosScrapperQuest ToggleManualOverride

COMPATIBILITY- Load order does not matter at all (no vanilla forms are modified).- F4SE and MCM are not required, but highly recommended.- No DLC is required. All DLC is supported.- The Unofficial Patch is highly recommended.- Mods that change the boundaries of settlements could cause problems.- Some items from other mods may not be detected within inventories.- If junk components are changed, tracking may not be accurate.- Only vanilla components (adhesive, steel, etc.) are supported.

KNOWN ISSUES- Doors placed as static objects like rubble or fake walls may be highlighted.- Flora that is not harvestable may be highlighted anyway.- Shaders do not work on some transparent objects like glass beakers.- Magnifying glass icon on tagged objects doesn't update until reload.- The friendly highlight can get temporarily stuck if toggled rapidly.- Shotgun ammo boxes highlight but do not trigger a proximity event.